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The Abomination

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Abomination

A
thin and sickly man is surrounded by goblins
armed with knives and spears. He starts
screaming. The goblins begin to close in,
grinning. The man falls to his knees, as dark fur
begins to cover his body. His teeth lengthen into
sharp fangs, his nails curl into claws. His
muscles bulge and stretch. His screams become
howls, and it is the goblins' turn to scream.
A deathly pale elf is stopped by a thief holding a long thin
dagger. The elf calmly removes one of his gloves and grabs the
thief by the throat in a burst of speed. The thief's skin begins
to turn black and gray as he thrashes, desperately trying to get
free. The elf holds on grimly. The lifeless body of the thief falls
to the floor, and the elf continues walking.
A small halfling leaps from a sky ship and begins to fall. His
eyes fill with fire as great horns grow from his skull. Thin bat
wings grow from his back. He spreads them and takes flight.

Abominations are people afflicted by a terrible curse that give


them supernatural and terrifying abilities. What all
abominations have in common is that they can transform into
terrifying monsters, however they also gain many other
unique and horrifying characteristics such as strange
mutations and the ability to mark their prey or allies.

Outcast by Society
Abominations are often cast out by society once their cursed
nature is discovered. Often these outcasts end up living in
hiding, in remote caves or abandoned houses out of fear of
being discovered or hunted down. Monster hunters will often
hunt down and kill these individuals as they are widely seen
as beings of pure evil.
However, an abomination's behavior actually has more to
do with who they are as a person, than their actual curse.
Some abominations are kind, others cruel, depending on their
personality. Some are angry with society, and others try to
Art created using Midjourney AI
help or protect it from the sidelines.
While many abominations may lose control of their A Monster's Life
behavior during their first transformations, most eventually
learn to control them. Some even come to embrace them. Unlike most classes, an abomination doesn't usually choose
nor even desire to be what it is. A sorcerer may be born with
Lifting the Curse terrible power, but most sorcerers are proud rather than
fearful of this. A warlock may possess dark gifts, but these are
Sooner or later in an abomination's life, they must consider
normally given to them rather than forced on them.
the possibility of lifting the curse, of finding a cure. The way to
Abominations on the other hand, are cursed. Cursed with
lift the curse may already be known to the abomination, it
monstrous power and durability, yes, but still cursed. Their
might indeed have been stipulated the day they were cursed,
lives are often difficult as a result.
or it might be a complete mystery, one that the abomination
An abomination's only choice is what to do with the powers
may have to dedicate their life to solving.
forced upon them. Will they become a monster, as society
Will the abomination attempt to find such a cure or will they
expects? Will they become a hero despite it all, and prove the
be offended at the very suggestion that they would need one?
world wrong? Or will they leave it all behind, and try to live a
More detailed suggested rules for lifting the curse are simple life?
described at the end of this document (page 22), along with
other optional rules (page 22-23), tables to help create your
character (page 21) and answers to some of the most
frequently asked questions about this class (page 23).

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You can make an abomination by following these suggestions.
First, your Strength or Dexterity score (depending on your
subclass) should be your highest stat, followed by
The Abomination Constitution. Next, take the Outlander background.

Class Features
Proficiency Horrific Mark
Level Bonus Features Mutations die
Curse, Partial As an abomination, you gain the following class features
1st +2 - -
Transformation

2nd +2
Horrific Mutations,
2 -
Hit Points
Monstrous shape Hit Dice: 1d6 per abomination level
3rd +2 Dark Mark 2 d4 Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
Ability Score modifier for each level after the first
4tgh +2 2 d4
Improvement
5th +3 Extra Attack 3 d4 Proficiencies
Armor: light armour, medium armour, shields
6th +3 Curse Feature 3 d4
Weapons: simple weapons
7th +3 Unholy Power 4 d6
Saving Throws: Constitution, Charisma
Ability Score Skills: Choose two from Animal Handling, Arcana, Athletics,
8th +3 4 d6
Improvement Deception, Intimidation, Nature, Perception, Religion and
Instinctive Survival
9th +4 5 d6
Transformation
Equipment
10th +4 Curse Feature 5 d6 You start with the following equipment, in addition to the
Adaptive Mutations, equipment granted by your background:
11th +4 5 d6
Terrifying Presence
(a) a simple weapon and a shield or (b) 2 simple weapons
Ability Score (a) a dungeoneer's pack or (b) an explorer's pack
12th +4 6 d8
Improvement leather armour
13th +5 Deadly Transformation 6 d8
14th +5 Curse Feature 6 d8 Curse
Undying Mark, Terrifying At 1st level, you choose a Curse option from the ones listed at
15th +5 7 d8 the end of this class. Your choice grants you features at 1st,
Presence (2)
6th, 10th, and 14th levels, and determines your monstrous
Ability Score
16th +5 7 d8 shape. Some features use your curse save DC.
Improvement
Curse save DC: 8 + your proficiency bonus + your
17th +6 Unstoppable Force 8 d10 Constitution modifier.
18th +6 Terrifying Presence (3) 8 d10
Ability Score Partial Transformation
19th +6 8 d10
Improvement Also at 1st level, you can partially transform into a monster. At
20th +6 One with the Curse 8 d10 the beginning of your turn, you can choose to gain one of the
following characteristics from your cursed aspect stat block
(shown in your curse; no action required):

Its natural armor and damage resistances.


Its speeds (this includes speeds other than walking).
Creating an Abomination Its Strength and Dexterity scores.
The first thing to ask yourself when creating an abomination, Its senses and language proficiencies.
is why and how were you cursed. Did you violate the tomb of Its monstrous weapons.
an a long dead sorcerer? Did you try to trick a being of great You gain the chosen characteristics for 1 minute or until you
power? Did you survive some terrible magical experiment? use this feature again. You can choose to gain each one of
Next, try asking yourself how you feel about your curse. these attributes once, after which you must complete a long
Does it cause you great suffering? Or do you revel in the power rest before you can do so again.
it gives you? Are you trying to find the cure? Are you unaware
of it? Horrific Mutations
Finally, ask yourself how you relate to society. Do you feel
abandoned? Are you seeking redemption or revenge? Do you At 2nd level, you manifest two horrific mutations of your
manage to hide your true nature and fit in? choice (shown at the end of this class).

Quick Build

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When you gain certain abomination levels, you manifest
additional mutations of your choice, as shown in the Horrific
Mutations column of the Abomination table.
A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can
choose one of the mutations you are manifesting and replace
it with another mutation that you could manifest at that level.

Monstrous Shape
Also at 2nd level, you gain the ability to transform completely
into a monster. You can do this as a bonus action. The size,
creature type and characteristics of your monstrous shape are
determined by your cursed aspect stat block (shown in your
curse), but you choose its appearance.
You can use this feature twice, and regain one use of it
whenever you finish a short rest and all uses when you finish a Art created using Midjourney AI
long rest.
You can stay in your monstrous shape for a number of hours You retain the benefit of any features from your class, race,
equal to half your abomination level (rounded down to a or other source and can use them if the new form is
minimum of 1). You then revert to your normal form unless physically capable of doing so.
you expend another use of this feature. You can revert to your
normal form earlier by using a bonus action on your turn. You Dark Mark
automatically revert if you fall unconscious, drop to 0 hit
At 3rd level, you learn how to mark others through your curse.
points, or die.
When you gain this feature, you choose one of the mark
While you are transformed, the following rules apply:
options detailed below. As a bonus action during your turn,
Your game statistics are replaced by the statistics of the you can mark a creature you can see other than yourself. The
monster, but you retain your alignment, personality, and mark must be visible on the creature's body, but you choose
Constitution, Intelligence, Wisdom, and Charisma scores. its shape and size. A creature knows it has been marked, but
You also retain all of your skill and saving throw doesn't necessarily know who has marked it or why.
proficiencies. Your Stength and Dexterity scores increase Every mark feature detailed below uses your mark die,
by the amount indicated in you Monster's sheet (they can which is a d4 at level 3 and changes as you gain levels in this
increase beyond 20 this way). class, as shown in the mark die column of your class table.
When you transform, you assume the monster's hit points, You can mark a number of creatures equal to your
the formula for which is shown below. If your Constitution proficiency bonus, after which you must complete a short or
modifier is lower that 1 than your monstrous form's long rest before you can mark a creature again.
hitpoints are equal to 2 times you Abomination level Your mark disappears if:
instead.
you mark another creature;
Monstrous form hitpoints: (2 + your Constitution modifier) the distance between you and the marked creature
x your Abomination level becomes greater than 1 mile;
you or the marked creature change plane of existence;
When you revert to your normal form, you return to the a remove curse or greater restoration spell is cast on the
number of hit points you had before you transformed. marked creature;
However, if you revert as a result of dropping to 0 hit you or the cursed creature die.
points, any excess damage carries over to your normal
form. For example, if you take 10 damage in monster form Mark of Manipulation
and have only 1 hit point left, you revert and take 9 As long as a creature is marked, whenever it makes an attack
damage. As long as the excess damage doesn't reduce your roll or ability check that you can see, as a reaction you can
normal form to 0 hit points, you aren't knocked subtract your mark die from the roll. You can choose to do this
unconscious. after learning the result of the roll, but only before learning if
You can't cast or concentrate on spells. it succeeds or hits or not. Additionally, you have advantage on
You choose whether your equipment falls to the ground in all Charisma (deception) and Charisma (persuasion) checks
your space, merges into your new form, or is worn by it. you make against the marked creature.
Worn equipment functions as normal, but the DM decides
whether it is practical for the new form to wear a piece of Mark of Predation
equipment. Your equipment doesn't change size or shape As long as a creature is marked, the first time each turn that
to match the new form, and any equipment that the new you hit it with a weapon attack, it takes extra damage from the
form can't wear must either fall to the ground or merge weapon equal to your mark die. Additionally, you have
with it. Equipment that merges with the form has no effect advantage on Wisdom (perception) and Wisdom (survival)
until you leave the form. If you decide to keep a shield or checks you make to track the marked creature.
armour, these substitute the natural armor of your
monstrous shape.

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Mark of Protection
You can only mark a willing creature with this mark. As long as
a creature is marked, whenever the marked creature takes
damage, as a reaction you can roll your mark die and subtract
the result from the damage taken. Additionally, as long as the
marked creature is within 60 feet of you, you can
communicate with it telepathically. If the marked creature and
you don't share a language, you can only communicate
telepathically through simple feelings or images.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this
feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

Unholy Power Art created using Midjourney AI


At 7th level, attacks you make in your monstrous shape count
as magical, they ignore resistances to the types of damage
Deadly Transformation
they deal and count immunities as resistances. At 13th level, the damage dealt by your monstrous weapons
increases. Whenever you deal damage with one of your
Protective Transformation monstrous weapons, you roll one additional weapon damage
die of your choice when determining the damage.
At 9th level, you transform instinctively when you are in
danger. You can transform as a reaction, consuming a use of
your monstrous shape feature, in the following situations:
Undying Mark
At 15th level, your dark mark remains active regardless of the
Whenever you would make a saving throw, you then use distance between you and the marked creature, as long as you
your monstrous shape's saving throw modifiers;
remain on the same plane of existence as it.
Whenever you take damage, the damage is then dealt to Additionally, as an action you can teleport to an unoccupied
your monstrous shape. space within 10 feet of the marked creature for as long as it is
marked, regardless of distance or of whether you can see it or
Adaptive Mutations not. Once you have teleported this way, you cannot do so
At 11th level, you have learned to control your mutations to again until you finish a long rest.
suit your environment. Whenever you finish a long rest, you
can choose a mutation that you are manifesting and replace it Unstoppable Force
with another mutation. If the new mutation has a level At 17th level, you are an unstoppable force when transformed.
prerequisite, this must be lower than or equal to your current
As long as you are in your monstrous shape, you can't be
abomination level minus 5. frightened or charmed, and you have proficiency in all saving
throws.
Terrifying Presence
At 11th level, you have learned how to terrify others with your One with the Curse
mere presence. As an action, you can choose a creature within At 20th level, you have learnt to become one with your curse.
30 feet of you that can see you and hear you, and force it to If you start combat with less than two uses of your Monstrous
make a Wisdom saving throw against your curse save DC. If Shape feature, you regain one use of it.
the creature fails, it is frightened of you for 1 minute. The Furthermore, your Partial Transformation feature now lasts
creature can repeat the saving throw at the end of each of its
until you finish a long rest or use the feature again, and you
turns, ending the effect on a success. If you are in your can choose to gain each attribute any number of times (you
monstrous shape when you use this feature, the creature has can still only have one attribute at a time).
disadvantage on the first saving throw it makes. Once you
have targeted a creature once this way, you cannot target the
same creature with this feature again until you finish a long
rest.
The number of creatures you can target with this feature
when you use it increases to 2 when you reach level 15 in this
class and to 3 when you reach level 18 in this class.
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Curses
Each curse can have vastly different effects on the cursed
creature, and can be caused by very diverse events.

Curse of the Elements


The curse of the elements transforms its victims into walking
uncontrollable conduits of elemental energy. This curse is
often caused by a primordial, or by magical experiments.

Cursed Aspect of the Elemental


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:
Art created using Midjourney AI

You can also unleash this energy whenever you use your
Primordial Incarnation Partial Transformation feature, but if you do the damage is
halved.
Medium Elemental, or Large Elemental (earth)
Force of Nature
Armor Class 13 + your Strength modifier (natural When you reach 6th level, you gain the following
armor) characteristics based on your elemental type:
Hitpoints (2 + your Constitution modifier) x your Air. Your walking speed increases by 10 feet. In your
Abomination level monstrous shape, you are immune to the prone condition and
Speed 30 feet, fly 10 feet (air) opportunity attacks made against you have disadvantage.
Earth. Your hit point maximum increases by 6, and
increases by 1 whenever you gain another abomination level.
STR DEX CON INT WIS CHA
In your monstrous shape your weight doubles and you cannot
Original +2 Or. + 1 Or. Or. Or. Or. be moved against your will.
Fire. The first time you hit a creature with a weapon attack
Damage resistances Your elemental damage type each turn, you deal 1d4 additional fire damage to it. In your
Senses Darkvision (30 ft) monstrous shape, this damage increases to 1d8.
Languages Primordial Water. Your AC increases by 1. In your monstrous shape, you
are immune to the grappled condition and whenever you end
Elemental punch. Your unarmed strikes deal 1d10 your turn in another creature's space it must succeed on a
damage of your elemental damage type and count as
Constitution saving throw or take 1d6 cold damage.
your monstrous weapons.
Liquid form (water). You can enter a hostile creature's Master of Elements
space and stop there. You can move through a space as At 10th level, you learn how to control your element. You learn
narrow as 1 inch wide without squeezing. a cantrip based on your elemental type, as detailed below,
Illumination (fire). You shed bright light in a 20-foot and can cast it as a bonus action when you are in your
radius and dim light in an additional 20 feet. monstrous shape. It doesn't count as a spell for you, but a
Siege monster (earth). You deal double damage to natural ability. Constitution is your spellcasting ability for it.
objects and structures.
Air. You learn the gust cantrip.
Earth. You learn the mold earth cantrip.
Fire. You learn the control flame cantrip.
Elemental Type Water. You learn the shape water cantrip.
When you choose this curse at 1st level, you also choose one
of the following elements: air, earth, fire or water. The chosen Hazardous Aura
type determines your elemental damage type, the features At 14th level, you can summon an elemental aura. As an
your monstrous shape gains when it transforms and your your action on your turn, you can choose to activate your
later features. Air's elemental damage type is thunder, earth's elemental aura. If you do, the terrain within 15 feet of you, or
is bludgeoning, fire's is fire, and water's is cold. 30 feet in your monstrous shape becomes difficult terrain for
other creatures for 1 minute, and each creature within this
Explosive Transformation radius must make a Dexterity saving throw against your curse
Also at 1st level, you unleash elemental energy whenever you DC. On a failure, they take damage of your elemental damage
transform. Whenever you use your monstrous shape feature to type equal to 1d6, or 1d12 in your monstrous shape, + your
transform, creatures within 10 feet of you must succeed on a abomination level. On a success they take half damage.
Dexterity saving throw or take a number of d6s equal to your You can activate your aura a number of times equal to your
proficiency bonus of damage of your elemental type. Constitution modifier, after which you must finish a long rest
to activate it again.

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Curse of the Grave
The curse of the grave curses a humanoid to be neither truly
dead nor truly alive, but to live a half life in between. This
curse is often inflicted by the bite of a vampire or the curse of
a lich.

Cursed Aspect of the Dead


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Avatar of Death
Medium Undead

Armor Class 13 + your Dexterity modifier (natural


armor)
Hitpoints (2 + your Constitution modifier) x your
Abomination level
Speed 30 feet
Art created using Midjourney AI
STR DEX CON INT WIS CHA bludgeoning damage.
Original +1 Or. + 2 Or. Or. Or. Or. Creatures touching you as part of an attack does not cause
this damage to trigger, nor does this damage stack with any
Damage resistances Necrotic damage other touch attacks you can make, however if a creature is
Senses Darkvision (30 ft) grappling or grappled by you it takes 1d4 necrotic damage at
the start of its turn.
Deathly Visage. You have advantage on Charisma
(intimidation) checks. Whenever you use your Partial Deathless Nature
Transformation feature to gain your monstrous shape's At 6th level, your undead nature lets you get back up even
senses and language proficiencies, you gain this after near lethal wounds. At the beginning of your turn, if you
feature as well. are at 0 hitpoints and still have at least one use of your
Undead Wail. As an action, you can emit a monstrous shape, you consume it and transform (no action
bloodcurdling scream. A number of creatures of your required), otherwise you transform into your monstrous shape
choice that can hear you equal to your Constitution but have only 1 hitpoint while transformed. When you return
modifier must make a Wisdom saving throw against to your natural shape after using this feature, you remain at 1
your curse DC. Creatures that fail are Frightened of you hitpoint. Once this feature has triggered, it doesn't trigger
until the end of your next turn. After you've used this
again until you finish a short or long rest.
feature, you cannot use it again until you use your
Monstrous Shape feature to transform again.
Voices of the Dead
Soul drain. Once per turn when you deal necrotic At 10th level, you can speak with the dead. You can touch a
damage to a creature with a monstrous weapon attack, corpse and ask one question. The corpse will animate for a
you can force that creature to make a saving throw
against your Curse save DC. On a failure, it takes an brief time, as though the Speak With the Dead spell had been
additional 1d6 necrotic damage from that attack and cast on it, however, the corpse will only answer the one
its hit point maximum is reduced by an amount equal question you ask it. Once a corpse has been animated this
to the total necrotic damage taken. This reduction lasts way, it cannot be animated by you again using this feature. In
until the creature finishes a long rest. The creature dies your monstrous shape, the corpse will answer three questions
if this effect reduces its hit point maximum to 0. you ask it, instead of one.

Vampiric Grasp
Touch of Entropy At 14th level, your touch not only drains the life force of
others, but absorbs it too. Whenever you hit a creature with an
At 1st level, your touch can drain the life force of others.
unarmed strike, you gain temporary hitpoints equal to your
Whenever you touch a creature with your bare skin, you deal
Constitution modifier. If you are transformed, you gain
1d6 necrotic damage to that creature. In your monstrous
temporary hitpoints equal to your Constitution modifier +
shape, this damage increases to 1d10 and counts as a
your proficiency bonus instead.
monstrous weapon for you.
Additionally, you can use your Dexterity modifier instead of
your Strength modifier for your unarmed strikes, and they
deal the necrotic damage described above instead of

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Curse of the Hunt
The curse of the hunt transforms humanoids into terrifying
and wild beasts, and also gives them an insatiable hunger that
never stops. This curse is often inflicted by the bite of a
lycanthrope or the curse of a hag.

Cursed Aspect of the Beast


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Beast
Large monstrosity

Armor class 13 + your Strength modifier (natural


armor)
Hitpoints (2 + your Constitution modifier) x your
Abomination level
Speed 40 feet
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STR DEX CON INT WIS CHA
Pounce
Original +2 Or. + 1 Or. Or. Or. Or. At 6th level, you can pounce on others like a beast. If you
move at least 25 feet straight towards a creature and then hit
Damage resistances Piercing damage from it with a weapon attack on the same turn, that target must
nonsilvered weapons succeed on a Strength saving throw against your curse DC or
Senses Darkvision (30 ft) be knocked prone. If the target is knocked prone and you are
in your monstrous shape, you can make a bite attack against
Beast's senses. You have advantage on Wisdom the target as a bonus action.
(perception) checks that use your sight or smell.
Whenever you use your Partial Transformation feature Beast Tongue
to gain your monstrous shape's senses and language
At 10th level, you can communicate with animals. You are
proficiencies, you gain this feature as well.
always under the effects of the Speak with Animals spell. In
Monstrous weapons You manifest the following natural your monstrous shape, you have advantage on all Charisma
monstrous weapons. They count as simple melee and Wisdom ability checks you make when interacting with a
weapons for you. beast.
Claws. You have two sets of claws, they each
deal 1d6 slashing damage on a hit and have the Pack Tactics
light property. At 14th level, you learn a beast's natural ability to fight as a
Bite. It deals 1d8 piercing damage on a hit. On a pack. You have advantage on an attack roll against a creature
hit, the target must make a Strength (athletics) if at least one of your allies is within 5 feet of the creature and
or Dexterity (acrobatics) check with a DC equal the ally isn't incapacitated.
to your curse DC, or be grappled by you. You
cannot use this weapon while you are grappling
a creature this way.

Ravenous Hunger
At 1st level, you are constantly afflicted by a ravenous hunger
that only raw meat can satisfy. Whenever you eat raw meat for
the first time after finishing a long rest, you gain 1d6 + your
Abomination level temporary hitpoints. If you are in your
monstrous shape when you do so, you gain 1d10 + your
Abomination level temporary hitpoints instead.

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Curse of Iron
The curse of iron transforms people into metallic weapons of
destruction. This curse is often caused by unethical
experimentation, but also by beings from Mechanus.

Metallic Cursed Aspect


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Clockwork Killer
Medium construct
Art created using Midjourney AI
Armor class 12 + your Dexterity modifier (natural attacks you make that use your Dexterity modifier. In your
armor) monstrous shape, this bonus increases to +2 instead.
Hitpoints (2 + your Constitution modifier) x your You cannot use this feature to gain the same benefit again
Abomination level until the minute is up. You regain all expended Charge
Speed 30 feet Counters when you finish a short or long rest.

STR DEX CON INT WIS CHA Metallic Durability


At 6th level, you have the durability of an automaton. As an
Original +1 Or. + 2 Or. Or. Or. Or. action, or whenever you use your monstrous shape or partial
transformation features, you can expend two Charge Counters
Damage resistance Poison damage to give yourself resistance to either Bludgeoning, Piercing or
Senses Darkvision (30 ft) Slashing damage (your choice) for 1 minute. If you are in your
monstrous shape, you gain resistance to all three damage
In built tools. When you transform, a set of artisan's types for 1 minute instead.
tools of your choice appear on your person. You gain
proficiency with these tools for the duration. Whenever
you use your Partial Transformation feature to gain
Adamantium Skeleton
At 10th level, your bones are covered in indestructible metal.
your monstrous shape's senses and language
proficiencies, you activate this feature as well. Your bones cannot be broken or damaged in any way and your
weight is doubled. In your monstrous shape, you cannot be
Immutable form. You are immune to any spell or effect pushed or pulled against your will.
that would alter your form.
Malleable arm. One of your arms becomes a weapon Doom Clock
when you transform. It counts as simple melee weapon At 14th level, you can create a device that counts down to a
with the finesse property for you, and is your creature's doom. Whenever you hit a creature with a melee
monstrous weapon. When you transform, choose
weapon attack, you can choose to attach a small magical to
between bludgeoning, piercing or slashing damage.
their person. You choose the device's appearance, but it can
Your arm deals 1d12 of the chosen damage type. As a
bonus action, you can change the shape of this fit in one hand and weighs no more than 5 pounds. This
weapon, changing its damage type to another of the device has 12 charges, and it loses 1 charge each hour and/or
three you chose from when you transformed. whenever the creature it is attached to takes damage.
Whenever the device loses a charge, the creature takes 1d6, or
1d12 in your monstrous shape, psychic damage. When the last

Mechanical Nature charge is removed, if the creature has less hitpoints than three
times your abomination level, it dies instantly, otherwise it
At 1st level, you have charges like a mechanical device. You
takes additional psychic damage equal to your abomination
gain a number of Charge Counters equal to your proficiency
level. The device cannot be removed or deactivated except by
bonus. As an action, or whenever you use your monstrous
a dispel magic or a remove curse spell cast at 5th level, or by
shape or partial transformation features, you can expend a
you as an action.
Charge Counter to gain one of the following benefits for 1
Once you have created a doom device this way, you cannot
minute:
do so again until you finish a long rest.
Metallic speed. Your speed increases by 5 feet. In your
monstrous shape, it increases by 10 feet instead.
Steel protection. Your AC increases by 1. In your monstrous
shape, it increases by 2 instead.
Clockwork precision. You gain a bonus of +1 to all Dexterity
ability checks and Dexterity saving throws you make and to all

9
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Curse of Might
The curse of might transforms people into terrible giants. This
curse is often inflicted by a giant or because of stealing a giant
artifact.

Cursed Aspect of the Giant


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Titan
Large giant

Armor class 12 + your Strength modifier (natural


armor)
Hitpoints (2 + your Constitution modifier) x your
Abomination level
Speed 30 feet

Art created using Midjourney AI


STR DEX CON INT WIS CHA
Original +2 Or. + 1 Or. Or. Or. Or. creature. If you do, you make an attack roll against the second
creature as though the creature you threw at it was an
Damage resistances Slashing damage improvised weapon.
Languages Giant
Titan Strength
Towering Presence. You have advantage on Charisma At 10th level, you have the physical strength of a giant. You
(intimidation) checks you make against creatures that count as one size larger when determining your carrying
are at least 1 size smaller than you. Whenever you use capacity and the weight you can push, drag, or lift. You also
your Partial Transformation feature to gain your count as one size larger when determining what creatures you
monstrous shape's senses and language proficiencies, can grapple and use your Arm of the Colossus feature on.
you gain this feature as well.
Titan's Weapons. Unarmed strikes you make and Towering Size
improvised weapons you wield deal 1d12 bludgeoning At 14th level, you are truly the size of a giant. In your natural
damage on a hit, and count as your monstrous shape, your size becomes large. In your monstrous shape,
weapons. your size becomes huge.

Giant's Weapons
At 1st level, you can wield anything as a weapon. You gain
proficiency with improvised weapons, improvised weapon
you wield deal 1d8 bludgeoning damage on a hit, and you can
throw improvised weapons up to 30 feet short range, 90 feet
long range. Additionally, once per turn when you hit a
creature with an unarmed strike or melee improvised weapon,
you can attempt to grapple the target as part of the same
action.

Arm of the Colossus


At 6th level, you can throw your enemies. When you are
grappling a creature at least one size smaller than you, as an
action you can attempt to fling it. You make a Strength
(athletics) check. If the result is 10 or higher, you throw it up
to 20 feet, if it is 15 or higher, you throw it up to 40 feet, if it is
20 or higher, you throw it up to 60 feet. The creature suffers
falling damage as though it fell the distance you threw it, if
you are in your monstrous shape it suffers that much damage
plus your Strength modifier instead. If the result was 20 or
higher you can throw the grappled creature at another

10
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Curse of Nightmares
This curse transforms people into the stuff of nightmares. This
curse is often inflicted by contact with the Shadowfell.

Cursed Aspect of the Fey


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Nightmare
Medium or Small (your choice) Fey

Armor class 13 + your Dexterity modifier (natural Art created using Midjourney AI
armor) Nightmares. The next time the creature wakes up or
Hitpoints (2 + your Constitution modifier) x your finishes a long rest, it must make a Wisdom saving throw.
Abomination level On a failure it takes 1d6 + your Abomination level psychic
Speed 30 feet
damage and subtracts 1d6 from the first saving throw it
makes within 24 hours, it takes half damage and suffers no
STR DEX CON INT WIS CHA reduction to its saving throw on a success. If a creature
would be reduced to 0 hitpoints by this feature, it is
Original +1 Or. + 2 Or. Or. Or. Or. reduced to 1 and gains a level of exhaustion instead.

Damage resistances Psychic damage Fey Presence


Senses Darkvision (30 ft) At 6th level, your presence is mesmerizing. Once during each
Languages Elvish, Sylvan of your turns, when you hit a creature with an attack, you can
force it to make a Wisdom saving throw, and if the saving
Dark aura. When you transform into this shape, you can throw fails, the target is charmed by you until the end of your
decide to extinguish all torches, fires and nonmagical
next turn. In your monstrous shape, it is frightened instead.
lights within 60 feet of you.
Once a creature has been charmed or frightened this way, it is
Knife of shadows. You summon a strange knife to your immune to this feature until you complete a long rest.
hands when you transform. The knife counts as a
simple melee weapon for you with the finesse and Dream Mastery
thrown (20/60 ft.) properties and is your monstrous At 10th level, you can sense the dreams of others even while
weapon. On a hit it deals 1d8 slashing damage and 1d4
awake. As an action, you can choose a sleeping creature you
psychic damage, and the creature subtracts 1d4 from
the next saving throw it makes before the end of your can see and learn the contents of their dream. In your
next turn, this reduction doesn't stack. At the end of monstrous shape, you can shape their dreams as well, and
your turn, if you aren't holding your dagger you can convey a message to them of any length when you do.
have it reappear in your hand. The dagger disappears Additionally, the distance at which you can use your
when your transformation ends. Dreamwalker feature to shape a creature's dreams increases
to 100 miles.

Dreamstalker Touch of the Shadowfell


At 14th level, your touch can put a creature to sleep.
At 1st level, you can enter other people's dreams. As part of a
Whenever you hit a creature with a weapon attack, you can
long rest, you can choose a creature known to you. If the
force that creature to make a Wisdom saving throw against
creature is on the same plane of existence as you, you learn
your curse save DC. On a failure, if it has 100 hitpoints or less
the contents of their last or current dream, if they dream.
the creature falls unconscious for 1 hour, or until it takes
If the creature is within 10 miles of you, you can also shape
damage, or someone uses an action to shake or slap it awake.
their current or next dream. If you do, you decide the general
During this time, the creature dreams. If you use this feature
contents of their dream and can relay a message of ten words
while in your monstrous shape, the creature also takes
or less to them that they receive while dreaming. The target
psychic damage equal to your Abomination level on a failure,
remembers the dream perfectly when it awakens.
half as much on a success. Once you've used this feature on a
If you do shape their dreams, choose one of the following:
creature with 100 or less hitpoints, you cannot do so again
Sweet dreams. The next time the creature wakes up or until you finish a long rest.
finishes a long rest, it gains temporary hitpoints equal to
1d6 + half your Abomination level and adds 1d6 to the first
attack roll it makes within 24 hours.

11
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Curse of the Pit
The curse of pit transforms people into bloodthirsty
souleaters. This curse is often caused by possession from a
demon or a devil.

Cursed Aspect of the Fiend


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Fiend
Large fiend
Art created using Midjourney AI
Armor class 10 + your Strength modifier (natural You can expend your soul dice in the following ways:
armor)
Hitpoints (2 + your Constitution modifier) x your Devil's luck. Whenever you fail an ability check you can roll
Abomination level a soul die, and add the result to the check. The soul die is
Speed 30 feet expended only if the check then succeeds.
Demon's Rage. Whenever you hit a creature with a weapon
attack, you can expend a soul die, rolling it. The attack
STR DEX CON INT WIS CHA deals extra necrotic damage equal to the result.
Original +2 Or. + 1 Or. Or. Or. Or. Fiendish Fortitude. As a bonus action, you can expend one
of your soul dice, rolling it and gaining temporary hitpoints
Damage resistances Fire damage equal to the result.
Senses Darkvision (30 ft)
Languages Abyssal, infernal Vortex of Souls
At 6th level, you can absorb the souls of creatures you didn't
Hellblade. You summon a fiery blade to your hand kill. Whenever a creature dies within 15 feet of you, if it had a
when you transform. The hellblade counts as a simple soul you absorb it and gain a soul die.
melee weapon with the two handed property for you
and is your monstrous weapon. It deals 1d10 slashing Evil Sense
damage and 1d4 fire damage on a hit. The blade At 10th level, you can feel the presence of good and evil. You
disappears when your transformation ends. When you
can sense if there is a fiend or celestial within 100 feet of you.
reduce a creature to 0 hitpoints with your hellblade,
you can choose another creature within 15 feet of the However, you do not sense the creature's direction unless you
killed creature. The chosen creature must succeed on a are in your monstrous shape.
Wisdom saving throw against your curse DC, or take 1 +
your proficiency bonus d6s of necrotic damage. Once Prince of Hell
you have dealt a creature damage this way, you cannot At 14th level, you can call fiends to your aid. As an action, you
do so again until you use your Monstrous Shape feature can spend any number of soul dice and summon a fiend to an
to transform again or your Partial Transformation
unoccupied space within 30 feet of you. The summoned fiend
feature to summon this blade.
is friendly to you, acts on its own initiative and obeys your
verbal commands. The challenge rating of the fiend you
summon depends on the number of soul dice you spent. If you
Armor of the Damned spent 2 soul dice: the fiend has a challenge rating of 1 or
At 1st level, you gain proficiency with heavy armor.
lower; if you spent 4 soul dice: 3 or lower; if you spent 5 dice: 5
Additionally, whenever you transform into your monstrous
or lower. When you summon a fiend this way, roll one of the
shape, your armor changes size and shape to fit your new size.
expended dice. The fiend remains on the material plane for a
Soul Eater number of hours equal to the result, but disappears early if
you use this feature again to summon another one.
At 1st level, you hunger for souls, and can absorb part of the
souls of the creatures you kill. Whenever you kill a creature, if
it had a soul you gain a soul die. All humanoids have souls,
other creatures have souls too but it is up to your DM to
decide which do or do not (see the additional content, page
22, for help on ruling what creatures have souls).
Your soul dice are d6s, but become d8s when you are in
your monstrous shape. You can have a maximum number of
soul dice at the same time equal to your Constitution
modifier.

12
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Curse of Scales
The curse of scales transforms people into dragon like beings
of destruction. This curse is usually inflicted by or connected
to an ancient dragon.

Cursed Draconic Aspect


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Dragon
Large dragon
Art created using Midjourney AI
Armor class 13 + your Strength modifier (natural
armor)
Elemental Power
At 6th level, your draconic attacks are even more deadly.
Hitpoints (2 + your Constitution modifier) x your
Whenever you deal damage of your draconic type to a
Abomination level
Speed 35 feet, fly 10 feet creature, you can push that creature up to 10 feet away from
you in a straight line.

STR DEX CON INT WIS CHA Majestic Presence


At 10th level, you have the commanding presence of a dragon.
Original +2 Or. + 1 Or. Or. Or. Or.
You add your Constitution modifier to any Charisma ability
check you make. In your monstrous shape, you have
Damage resistance Your draconic damage type
advantage on Charisma ability checks you make as well.
Senses Darkvision (30 ft)
Languages Draconic
Dragon Wings
At 14th level, you have the wings of a dragon. You gain a flying
Dragon's Flight. When you transform into this shape,
speed of 20 feet. In your monstrous shape, your flying speed
you can fly up to 45 feet to an unoccupied space you
becomes 30 feet instead and you don't provoke opportunity
can see as part of your transformation.
attacks while flying.
Terrible Claws. Your nails become long, draconic claws.
They count as natural simple melee weapons for you Draconic Damage Table
and are your monstrous weapons. They deal 1d10
Dragon type Draconic damage
slashing damage and 1d4 of your draconic damage
type on a hit. Amethyst Force
Black, Copper Acid
Blue, Bronze Lightning
Draconic Type Brass, Gold, Red Fire
When you choose this curse at 1st level, you also choose one
of the following types of dragon: amethyst, black, blue, brass,
Crystal Radiant
bronze, copper, crystal, emerald, gold, green, red, sapphire, Emerald Psychic
silver, topaz, and white. The chosen type determines your Green Poison
draconic damage type, as shown in the draconic damage
table.
Sapphire Thunder
Topaz Necrotic
Breath Weapon
At 1st level, you have been cursed with the breath of a dragon.
When you take the Attack action on your turn, you can replace
one of your attacks with an exhalation of magical energy in a
15-foot cone. Each creature in that area must make a Dexterity
saving throw against your Curse DC. On a failed save, a
creature takes a number of d8s of your draconic damage type
equal to 1 + your proficiency bonus. On a successful save, it
takes half as much damage. In your monstrous shape, the size
of this cone increases to 30 feet.
Once you've used this feature, you cannot use it again until
you finish a long rest or use your Monstrous Shape feature to
transform.

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Curse of Slime
The curse of the slime transforms its victims into acidic time
bombs, as their very internal fluids can dissolve those around
them. This curse is often inflicted by an encounter with an
ooblex.

Cursed Aspect of the Ooze


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Ooze Art created using Midjourney AI


Medium ooze

Armor class 12 + your Constitution modifier


Unparalleled Digestion
At 10th level, the fluids within you can dissolve anything. You
(natural armor)
gain resistance to poison damage and become immune to the
Hitpoints (2 + your Constitution modifier) x your
Abomination level poisoned condition.
Speed 30 feet Additionally anything you eat is dissolved by the acid in
your body, allowing you to digest it easily. Consuming 1
pound of wood or any other organic material (for example,
STR DEX CON INT WIS CHA bone or leaves) provides enough nourishment to sustain you
Original +2 Or. + 1 Or. Or. Or. Or. for a day. In your monstrous shape, you can engulf a corpse of
a large or smaller creature and dissolve it within a minute
using this feature, you consume its organic material as though
Damage resistance Acid damage
you were eating it if you do.
Condition immunities Blinded, prone
Senses Blindsight (30 ft)
Oozing Blood
At 14th level, your blood can animate into another ooze.
Amorphous. You can move through a space as narrow
Whenever you take 25 or more bludgeoning, piercing or
as 1 inch wide without squeezing. Whenever you use
your Partial Transformation feature to gain your slashing damage from a single source (1 attack, for example),
Monstrous Shape's movement speeds, you also gain your blood pools into an oozling in an unoccupied space
this feature. within 10 feet of you. The oozling uses your monstrous shape
stat block, but doesn't gain any of your other features and has
Pseudopod. You manifest an acidic monstrous natural
weapon. It counts as a simple melee weapon for you. the following restrictions:
On a hit it deals 1d4 bludgeoning damage and 1d8 acid
It only has 1 hit point.
damage.
It is small.
Its movement speed is halved.
It can only make one attack during its turn when it takes
Acidic Blood the Attack action.
At 1st level, your blood can harm those around you. As a
This oozling is friendly to you, has its own initiative and
reaction whenever you take bludgeoning, piercing or slashing
obeys your verbal commands (no action required). If an
damage, you can force creatures within 5 feet of you to make a
oozling is created this way when you're in your monstrous
Dexterity saving throw against your curse DC They take 1d4, or
shape, it has 1 + half your Abomination level hitpoints instead
1d8 in your monstrous shape, + half your abomination level
of just 1 and its movement speed isn't halved. This oozling
(rounded down) acid damage on a failure, or half as much on
lasts for 1 minute, until this feature is triggered again or until
a success.
it is destroyed, after which it returns to being a pool of your
Engulfing Nature blood.
At 6th level, you learn how to stop other creatures like only an
ooze can. You can attempt to grapple a creature as a bonus
action during your turn. Creatures grappled by you take 1d4
acid damage at the start of their turn.
In your monstrous shape, you do not require a free hand to
grapple a creature, you can grapple creatures up to two sizes
larger than you, and the acid damage creatures grappled by
you take at the start of their turn increases to 1d8.

14
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Curse of the Swamp
The curse of the swamp transforms people into plant like
monstrosities. This curse is often inflicted by the curse of a
tree spirit or a strange fungal infection.

Cursed Aspect of Nature


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Thing of the Swamp


Medium plant
Art created using Midjourney AI
Armor class 12 + your Strength modifier (natural
armor)
Plant Speak
At 10th level, you can communicate even with inanimate
Hitpoints (2 + your Constitution modifier) x your
plants. Your mere presence imbues plants within 30 feet of
Abomination level
Speed 30 feet you with limited sentience, giving them the ability to
communicate with you telepathically. You can question plants
about events in the area within the past day, gaining
STR DEX CON INT WIS CHA information about creatures that have passed, weather, and
other circumstances. In your monstrous shape, plants within
Original +2 Or. + 1 Or. Or. Or. Or.
30 feet of you are also imbued with animation, as though they
were under the effects of the Speak with Plants spell, plants
Damage resistances Poison damage
animated this way can only fufill one request of yours before
Senses Darkvision (30 ft), tremorsense (10 ft)
losing their animation and becoming immune to this feature
until you finish a long rest.
Plant's tongue. You can communicate with plant
creatures as if you shared a common language.
Whenever you use your Partial Transformation feature Rampant Growth
to gain your monstrous shape's senses and language At 14th level, you can cause a burst of growth around you. As
proficiencies, you gain this feature as well. an action, you can cause plants to take root within 60 feet of
you and grow around you at an incredible rate. When you do
Swamp's fetor. Each creature that begins its turn within
5 feet of you must succeed on a Constitution saving so, choose any number of creatures that you can see within
throw against your curse DC or take 1d4 poison this area, the chosen creatures are immune to this feature.
damage. Each other creatures in the area must make a Strength saving
throw. On a failure, they are restrained for 1 minute. They can
Branches. Your arms become long powerful branches
when you transform. They count as natural simple repeat the saving throw at then end of each of their turns,
melee weapons with the reach property for you and are ending all effects on a success. If you use this feature in your
your monstrous weapons. They deal 1d12 bludgeoning monstrous shape, on a failure creatures also take 1d8 + your
damage on a hit. abomination level piercing damage, or half as much damage
on success. The affected terrain becomes difficult terrain for
the next 24 hours for all creatures except the ones you chose
Aura of Roots when you activated this feature.
Once you've used this feature, you cannot use it again until
At 1st level, the terrain around you is always full of plants.
you finish a long rest.
Nonmagical terrain within 5 feet of you is considered difficult
terrain for hostile creatures. In your monstrous shape the
range of this feature increases to 15 feet.

Grasping Vines
At 6th level, your limbs are permanently lengthened. When
you make a melee attack on your turn, your reach for it is 5
feet greater than normal.
Additionally, whenever you hit a creature that isn't within 5
feet of you with a monstrous weapon, you can pull that
creature up to 10 feet towards you.

15
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Curse of the Void
The curse of the void transforms its victims into unsettling
alien beings. This curse is often inflicted by the gaze of a
beholder or a mindflayer tadpole.

Otherwordly Cursed Aspect


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Symbiont
Medium Aberration Art created using Midjourney AI

Armor class 13 + your Dexterity modifier (natural table(shown below) and the creature suffers the described
armor) effects.
Hitpoints (2 + your Constitution modifier) x your You can use this feature a number of times equal to your
Abomination level proficiency bonus, and only once per turn, after which you
Speed 35 feet must finish a long rest to use it again.

Skinchanger
STR DEX CON INT WIS CHA At 10th level, you can change your shape. As an action, you
Original +1 Or. + 2 Or. Or. Or. Or. can change your appearance and your voice. You determine
the specifics of the changes, including your coloration, hair
Damage resistances Psychic damage length, and sex. You can also adjust your height and weight,
Languages Telepathy (30ft) but not so much that your size changes. You can make
yourself appear as a member of another race, though none of
Monstrous weapons You manifest the following natural your game statistics change. You can't duplicate the
monstrous weapons, which count as simple melee appearance of a creature you've never seen, and you must
weapons with the finesse property for you: adopt a form that has the same basic arrangement of limbs
that you have. In your monstrous shape, you can use this
Spikes. They deal 1d8 piercing damage and 1d4 poison
feature to assume the shape of any creature of a similar size to
damage on a hit.
yours, regardless of limb arrangement. Your clothing and
Tentacle. It deals 1d10 bludgeoning damage damage equipment aren't changed by this feature. You stay in the new
on a hit and has a reach of 15 feet. On a hit, if the target
form until you use an action to revert to your true form or
is medium or smaller you can pull it up to 10 feet
towards you, if the target is large or bigger you can pull until you take damage or die.
yourself up to 10 feet towards it. You can choose to do
this without dealing damage. Delirious Gaze
At 14th level, whenever a creature fails the saving throw
against your Eyes of Madness feature, you can roll 1d4, or 2d4
and choosing the result you prefer in your monstrous shape,
Eyes of Madness on the Otherworldy Effects table and the creature suffers the
At 1st level, your gaze is harmful to others. Whenever a described effects in addition to your Eyes of Madness effects.
creature that can see you ends its turn within 20 feet of you,
as a reaction you can force it to make a Wisdom saving throw Otherworldly Effects Table
against your curse DC. On a failure the creature takes 1d6, or d4 Otherwordly Effects
1d12 if you're in your monstrous shape, + half your
1 The creature takes 2d6 force damage and falls prone.
abomination level psychic damage, and has disadvantage on
all Wisdom, Intelligence and Charisma checks it makes that The creature takes 1d8 psychic damage and is frightened of
2
are contested by you for the next 10 minutes. After a creature you until the end of your next turn.
has made the saving throw, they are immune to this feature The creature takes 1d6 thunder damage and is teleported to
until you finish a long rest.
3
an unoccupied space within 30 feet of you that you can see.
Creatures that are immune to the frightened condition are
The creature is charmed by you until the end of your next
also immune to this feature.
turn. When you charm a creature this way, you can give it a
4
Touch of the Far Realms one word telepathic command, that it will try to obey to the
best of its ability while charmed by you.
At 6th level, your touch is alien. Whenever you hit a creature
with a weapon attack, you can choose to force that creature to
make a Wisdom saving throw against your curse DC. If the
creature fails, you roll a d4, or 2d4 and choosing the result you
prefer in your monstrous shape, on the Otherworldy Effects
16
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Halo's Blessing
Halo's blessing forces people to serve a higher cause. This
blessing (many see it as a curse) is normally caused by a
powerful celestial being, such as a solar, or even by a god.

Angelic Blessed Aspect


Whenever you use your Partial Transformation or Monstrous
Shape feature, you transform (partially or wholly) into the
following creature:

Holy Avenger
Medium Celestial

Armor Class 13 + your Constitution modifier


(natural armor)
Hitpoints (2 + your Constitution modifier) x your
Abomination level
Speed 30 feet

Art created using Midjourney AI


STR DEX CON INT WIS CHA
Original +2 Or. + 1 Or. Or. Or. Or. Whenever you or a friendly creature within 5 feet of you make
a Wisdom saving throw against being frightened, you or they
Damage resistances Radiant have advantage on the roll. In your monstrous shape, the
Languages Celestial range of this aura increases to 15 feet.

Divine awareness. You have advantage on Wisdom Halo


(insight) checks you make to tell if a creature is lying. At 10th level, you shed divine light. You have a halo of light
Whenever you use your Partial Transformation feature that hovers above your head. This halo shines bright light in a
to gain your monstrous shape's senses and language 10 foot radius around you, and dim light for another 10 feet.
proficiencies, you gain this feature as well. The radius of this feature increases to 30 feet of bright light
Flash of divinity. When you transform, you emit a flash and 30 feet of dim light in your monstrous shape. You can turn
of bright light. Each hostile creature within 10 feet of this feature on or off as an action.
you must succeed on a Constitution saving throw
against your curse save DC or be blinded until the end Blinding Gaze
of their next turn. At 14th level, your gaze can blind others. As an action you can
Blade of light. You summon a blade of light to your force a creature within 30 feet that you can see and that can
hand when you transform. The blade counts as a also see you to make a Constitution saving throw against your
simple melee weapon with the versatile property for curse save DC. On a failure, the creature is blinded until magic
you and is your monstrous weapon. On a hit it deals such as the lesser restoration spell removes the blindness. If
1d10 radiant damage one handed, 1d12 radiant you are in your monstrous shape when you use this feature,
damage two handed. The blade disappears when your
the creature also takes radiant damage equal to 1d8 + your
transformation ends.
abomination level on a failure, or half as much on a success.
Once you've used this feature, you cannot use it again until
you finish a long rest.
Divine Protection
At 1st level, you use your celestial nature to protect others. As
an action, you can touch another creature and give them 1d8
+ you Abomination level temporary hitpoints. In your
monstrous shape, you add your Constitution modifier to the
temporary hitpoints you bestow using this feature. Once
you've used this feature, you cannot use it again until you
finish a long rest.

Aura of Purity
At 6th level, your presence shields others from evil.

17
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Horrific Mutations
If a horrific mutation has prerequisites, you must meet them
to manifest it. You can manifest the mutation at the same time
that you meet its prerequisites. A level prerequisite refers to
your level in this class.

Brutal Strength
You gain proficiency with the Athletics skill, if you were
already proficient in it your proficiency bonus is doubled for
any ability check you make with it instead. Additionally, you
have advantage on Strength checks and Strength saving
throws in your monstrous shape.

Creature of the Depths


You gain a swimming speed equal to your walking speed. In
your monstrous shape, you can breathe underwater.

Dark Knowledge
You gain proficiency with either the Arcana or the Religion
skill (your choice), if you were proficient with the chosen skill
already your proficiency bonus is doubled for any ability
check you make with it instead. In addition, choose one of the Art created using Midjourney AI
following languages: Abyssal, Celestial, Deep speech,
Draconic, Giant or Sylvan. You can speak, read and write the Sharp Senses
chosen language in your monstrous shape. You gain proficiency with the Perception skill, if you were
proficient with it already your proficiency bonus is doubled
Deadly Ray for any ability check you make with it instead. Additionally, if
You can fire a blast of energy either from your chest, eyes, you are surprised at the beginning of combat and aren't
hands or mouth (your choice). You gain a new attack option. incapacitated, you can act normally on your first turn, but
This attack counts as a simple ranged natural weapon for you only if you are in or transform into your monstrous shape
with a range of 60/120 feet. When you manifest this mutation, before doing anything else on that turn.
choose one of the following: acid, cold, fire, lightning,
necrotic, radiant, poison, psychic or thunder. The weapon Supernatural Bound
deals 1d6 of the chosen damage type on a hit. This weapon Your jump distance increases by 5 feet. In your monstrous
uses your Strength or Dexterity modifier for attack and shape, your jump distance doubles as well.
damage rolls (your choice).
In your monstrous shape, the damage of the weapon Terrible Power
increases to 1d8, its range increases to 90/320 feet and it You gain a bonus of +1 to the damage rolls of your weapon
counts as a monstrous weapon for you. attacks. In your monstrous shape, this bonus increases by half
your proficiency bonus (rounded down).
Echolocation
You gain a blindsight of a number feet equal to 5 times your Unexplainable Vitality
proficiency bonus. In your monstrous shape, it is of a number You don't need to eat, drink or sleep. In order to take a long
of feet equal to 10 times your proficiency bonus instead. rest, you must spend 4 hours in an inactive state, during which
you can see and hear normally. In your monstrous shape, you
Fiendish Vigor only suffer the effects of 1 exhaustion level lower than your
As an action, you can gain 1d4 + 1 temporary hitpoints. If your actual exhaustion level.
use this feature in your monstrous shape, you add your
proficiency bonus to the temporary hitpoints gained this way. Unnatural Climber
You gain a climbing speed equal to your walking speed. In
Extra Appendage your monstrous shape, you gain the ability to move up, down,
You grow an extra appendage like a tentacle or a tail. You and across vertical surfaces and upside down along ceilings,
cannot use weapons and other specialized equipment with it while leaving your hands free.
but it is a natural weapon that counts as a simple melee
weapon for you that uses your Constitution modifier for attack Eerie Understanding
and damage rolls. It deals 1d6 bludgeoning damage on a hit. Prerequisite: Mark of Manipulation
In your monstrous shape, its damage increases to 1d8 and it Whenever a creature marked by you speaks, you are able to
counts as a monstrous weapon for you. understand it, regardless of the language spoken.
Additionally, whenever you speak you can choose to let the
Otherwordly Speed marked creature understand you, regardless of the language
Your walking speed increases by 10 feet. In your monstrous you choose to speak.
shape, your walking speed increases by an additional 10 feet.

18
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Unhealthy Bond
Prerequisite: Mark of Protection
You can always communicate telepathically with the
marked creature as long as it is marked, regardless of
distance. Additionally, as an action, you can see through the
marked creature’s eyes and hear what it hears until the start
of your next turn, gaining the benefits of any special senses
that the creature has. During this time, you are deaf and blind
with regard to your own senses.

Creature of the Shadows


Prerequisite: 5th level
You gain proficiency with the Stealth skill, if you were
proficient with it already your proficiency bonus is doubled
for any ability check you make with it instead.
Additionally, when you are in an area of dim light or
darkness in your monstrous shape, you can use your action to
become invisible until you move or take an action or a
reaction.

Persecuted Escape
Prerequisite: 5th level
When you hit a creature with a melee weapon attack, you Art created using Midjourney AI
don’t provoke opportunity attacks from that creature for the
rest of your turn. In your monstrous shape, this happens when your monstrous shape whenever you take damage of the
you target a creature with a weapon attack instead. chosen type, the damage you take is also reduced by 1d4.

Uncanny Instincts Chosen Enemy


Prerequisite: 5th level Prerequisite: 7th level, mark of predation
You add your proficiency bonus to your initiative rolls. In You always know the direction of the marked creature as
your monstrous shape, you have advantage on the first long as its marked. Additionally, as long as you are within 5
weapon attack you make on your turn against creatures which feet of the marked creature, it has disadvantage on all attack
haven't acted in combat yet. rolls it makes that don't target you.

Protective Care Treasured Charge


Prerequisite: 5th level, mark of protection Prerequisite: 7th level, mark of protection
As long as you can communicate telepathically with the You always know the direction of the marked creature as
marked creature, you can heal it as a bonus action. You roll long as it's marked. Additionally, as long as the marked
your mark die and the creature regains hitpoints equal to the creature is within 10 feet of you and you aren't incapacitated,
result plus your Constitution modifier. You can choose to do it gains a bonus of +2 to its AC.
this a number of times equal to your proficiency bonus, after
which you cannot do so again until you finish a long rest. Creature of the Underdark
Prerequisite: 9th level
Creature of the Skies You gain a tremorsense of 20 feet. In your monstrous shape,
Prerequisite: 7th level you gain a burrowing speed of 20 feet and your tremorsense
You have resistance to falling damage. In your monstrous increases to 40 feet.
shape, you gain a flying speed equal to your walking speed, if
your monstrous shape already had a flying speed then it Ghostly Step
increases by an amount equal to your walking speed instead. Prerequisite: 9th level
As a bonus action or whenever you use your Monstrous
Terrifying Lethality Shape feature, you can teleport to an unoccupied space you
Prerequisite: 7th level can see within 30 feet of you. Once you've teleported a
Your attacks score critical hits with 19-20 results. In your number of times equal to your proficiency bonus, you cannot
monstrous shape, you can roll one additional weapon damage do so again until you finish a long rest.
die when determining the extra damage for a critical hit with
an attack. Masterful Manipulation
Prerequisite: 9th level, mark of manipulation
Toughened Skin You always know the direction of the marked creature as
Prerequisite: 7th level long as it's marked. Additionally, as a reaction whenever you
When you manifest this mutation, you gain resistance to see the marked creature make a saving throw, you can roll
one of the following damage types of your choice: acid, cold, your mark die and subtract the result from the roll. You can
fire, lightning, necrotic, radiant, poison, psychic or thunder. In choose to do this after learning the result of the roll, but only
before learning if it succeeds or not.

19
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ghastly Visage
Prerequisite: 12th level
Whenever a creature fails a saving throw against your
Terrifying Presence feature and becomes frightened by you,
you can choose to deal 1d4, or 1d8 if you are in your
monstrous shape, plus your Abomination level psychic
damage to it.

Giant Shape
Prerequisite: 12th level
You count as one size larger when determining your
carrying capacity and the weight you can push, drag, or lift.
Whenever you use your Monstrous Shape feature, you can
choose to increase its size by 1. If you do, you gain the
following characteristics while transformed:

Your reach extends by 5 feet.


You add your Constitution modifier to Strength ability
checks and Strength saving throws you make.
Whenever you hit a creature at least 1 size smaller than you
with a weapon attack, you can push it up to 10 feet away
from you in a straight line.

Once you have chosen to do this once, you cannot choose Art created using Midjournay AI
to do so again until you finish a long rest.
Once you've used one of these features, you cannot use the
Inhuman Regeneration same feature again until you finish a long rest.
Prerequisite: 12th level Fury of the Hunt
Whenever you regain 5 or more hitpoints from a single
Prerequisite: 15th level, mark of predation
source, you regain extra hitpoints equal to your Constitution
Once on each of your turns, whenever you hit the marked
modifier. Additionally, while in your monstrous shape, if your
creature with a weapon attack, you can make another attack
current hitpoints are less than half your hitpoint maximum at
against it as part of the same action.
the start of your turn, you regain 1d6 hitpoints.
You add your mark die to the damage dealt by this attack,
Killer's Mark even if you've already rolled your mark die this turn. You can
choose to make this additional attack a number of times
Prerequisite: 12th level, mark of predation
equal to your Constitution modifier, after which you cannot
Whenever you roll your mark die and add the result to a
do so again until you finish a short or long rest.
damage roll, you add your Constitution modifier to the
damage roll as well.
Whispers of the Puppeteer
Prerequisite: 15th level, mark of manipulation
Chameleon's Skin You have advantage on all Charisma and Wisdom ability
Prerequisite: 15th level
checks that target or are contested by the marked creature as
You can become invisible as an action. Your invisibility lasts
long as it is marked.
for 10 minutes, or until you make an attack or cast a spell. In
Additionally, you can cast Modify Memory on a marked
your monstrous shape, the duration of your invisibility
creature once without consuming a spell slot or material
increases to 1 hour.
components. Once you've done so, you cannot do so again
Otherwordly Creature until you finish a long rest.
Prerequisite: 15th level
You gain the following characteristics:

As a bonus action, you can give yourself a true sight of 30


feet for 10 minutes.
When you use your monstrous shape feature, you can
choose to become partially intangible for the duration of
your transformation. If you do, at the start of each of your
turns you gain resistance to bludgeoning, piercing and
slashing damage and you can move through other
creatures and objects as if they were difficult terrain, at the
end of each of your turns you become corporeal again, and
lose these benefits. If you end your turn inside an object,
you take 1d10 force damage and are shunted to the nearest
unoccupied space you previously occupied.

20
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Curse Origin Suggestions
Here are some suggestions for how your abomination was
cursed. If none fit your character, feel free to invent your own. Curse of Nightmares
d4 Curse origin
Curse of the Beyond
1 You are possessed by a fey spirit.
d4 Curse origin
2 You were cursed by an archfey.
1 A beholder touched your mind and warped your reality.
3 You were trapped in the shadowfell for a year and a day.
2 You have been infected by a mindflayer tadpole.
4 You are a fey disguised as a humanoid.
You were lost at sea only to be found a year later. You have
3
no memory of what happened.
Curse of the Pit
You are secretly an aberration, that has infected the body of d4 Curse origin
4
a humanoid.
1 You are possessed by a demon.
Curse of the Elements 2 You were cursed by an archfiend.
d4 Curse origin 3 You made a deal with a devil for great power.
1 You are possessed by a primordial. 4 You are a demon disguised as a humanoid.
2 You were cursed by a geenie.
Curse of Scales
3 A magical experiment on you went wrong.
d4 Curse origin
4 You are an element given life.
1 You are possessed by the ghost of a dragon.
Curse of the Grave 2 You were cursed by a dracolich.
d4 Curse origin 3 You stole a sacred draconic relic.
1 You were cursed by a lich. 4 You are a dragon trapped in a humanoid body.
2 You were bitten by a vampire.
Curse of Slime
3 You violated the tomb of a long dead wizard.
d4 Curse origin
4 You died, and yet for some reason are not dead.
1 You were cursed by an ooblex.
Curse of Iron 2 A mad scientist experimented on you.
d4 Curse Origin 3 You were engulfed by an ooze for 24 hours.
1 You are the result of an experiment gone wrong. 4 You are an intelligent ooze that has been transformed.
2 You were cursed by a being from mechanus.
Curse of the Swamp
3 You are possessed by a sentient weapon.
d4 Curse origin
4 You are a construct pretending to be a person.
You were cursed by a forest spirit.
Curse of the Hunt You died and your body was left in a swamp.
d4 Curse origin You were cursed by a swamp hag.
1 You were bitten by a lycanthrope. You are a plant that has been imbued with sentience.
2 You were cursed by a hag.
Halo's Blessing
3 A mad geneticist injected you with monster blood.
d4 Blessing origin
4 You are a beast that has been transformed into a humanoid.
1 You were blessed by a solar.
Curse of Might 2 A god has chosen you as their weapon.
d4 Curse origin You defiled a sacred temple. As punishment, you have
3
1 You drank a faulty potion of giant size. become an unwilling instrument for good.
2 You consumed a giant's blood. You are a celestial that has learnt to transform into a
4
humanoid.
3 You stole a giant's relic.
4 You are a shrunken giant.

21
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Additional Content
This last section concerns some additional content that can
help you roleplay as an abomination, and explains how to
multiclass in and out of your class. Any rules listed are
optional, and require your DM's permission to apply.

Multiclassing
If your group uses the optional rule on multiclassing in the
Player's Handbook, here's what you need to know if you chose
abomination as one of your classes.
Ability Score Minimum. As a multiclass character, you must
have at least a Constitution score of 13, as well as either a
Strength or Dexterity score of at least 13, to take a level in this
class, or to take a level in another class if you are already an
abomination.
Proficiencies Gained. If abomination isn't your initial class,
you gain proficiency with light armor, medium armor and
shields when you take your first level as an abomination.

What is a Soul?
In the curse of the pit, one of the features involves
determining whether a creature has a soul or not. This is
obviously an abstract and difficult question, so it's best to
discuss it with your DM before beginning the campaign, so
that there isn't any confusion during the game. Here are some
tips for a DM on how to rule what has a soul and what doesn't:

Every creature has a soul. The easisest interpretation,


however this could allow the player to carry a bag of rats
with them and slaughter them at will. Ruling this way
could be problematic depending on the player.
All intelligent or self-aware creatures have a soul. A
slightly complex interpretation, in this case the cutoff is Art created using Midjourney AI
the intelligence score. The suggested intelligence cutoff is
4, but other cutoffs could work. This interpretation is Countdown. Your curse will end after a certain number of
probably the one that prevents abuse of the feature best. years, decades or even centuries.
All living things have souls. In this case, constructs and Easy. The Remove Curse spell, cast with a 7th level spell
undead don't have souls. While this interpretation makes a slot or higher, or the intervention of a minor magical entity
lot of sense, it severely weakens the abomination against (with a CR of 10 or higher) can lift the curse.
these specific opponents. Medium. The Remove Curse spell, cast with an 8th level
Only creatures native to the material plane have souls. In spell slot or higher, or the intervention of a major magical
this case, aberrations, celestials, fey and fiends don't have entity (with a CR of 15 or higher) can lift the curse.
souls. This is definitely the most restrictive interpretation, Difficult. The Remove Curse spell, cast with a 9th level
and is advised only if this type of opponent won't be spell slot, or the intervention of a supreme magical entity
common in the campaign. (with a CR of 20 or higher) can lift the curse.
Nigh impossible. Only the intervention of a god entity that
Lifting the Curse cast the curse can lift it.
The DM may decide that the curse can be lifted if specific If the curse is lifted, the character loses all abomination
conditions are met. In this case, it is best to discuss it with the levels and all features they gained from the class. With the
player beforehand, to check that the player actually wants DM's permission, the player may then choose to gain levels in
their character to be cured and to decide what conditions another class. The number of levels the player gains and the
could cause such a cure. time it takes to gain them is determined by the DM.
Here are a few suggestions for potential cures: Alternatively, the DM may decide that instead of being
cured, the character gains mastery and control over their
Classic. In order for the curse to be lifted, the character
curse, allowing them to live a normal life but call upon their
must complete a specific task or reach a certain condition
abomination powers in times of need.
(for example, retrieving a magic object, finding true love,
or becoming a selfless person).

22
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Signs of Evil
Many abominations have signs that they are cursed that go
beyond their mere class features. These are called signs of
evil. With your DM's permission, you can roll on the following
table to determine what your signs of evil are. Alternatively,
your DM can decide to let you invent your own they may
decide to give you a Dark Blessing from Van Richten's Guide to
Ravenloft.

Signs of Evil Table


d8 Sign of Evil
Silver and holy water burn your skin when you touch it. You
1 take 1d4 radiant damage whenever you come into contact
with one of these.
Direct sunlight hurts your eyes and your skin. If you spend 1
2 or more hours in direct sunlight without a hood or covering
or shade, you take 1d10 radiant damage for each hour spent.
You cannot enter places consacrated to gods of a good
3
alignment.
You hear voices or see things that aren't there. Whenever
4 you roll a 1 on a d20, you have a visual or auditory
hallucination.
Your mind is warped. You either have advantage on saving
5 throws against being charmed and disadvantage on saving
throws against being frightened, or the opposite.
Your natural shape is grotesque. You are covered in hair, or
your skin is pale and cold to the touch, or you are constantly
6 sweating and clammy. You have advantage on Charisma
(intimidation) checks and disadvantage on Charisma
(persusasion) checks.
Your curse sometimes takes over. You establish certain
trigger situations with your DM, when one of these Art created using Midjourney AI
7 situations occurs you must succeed on a DC 15 Wisdom
Do your Monstrous Weapons use Strength or Dexterity?
saving throw or transform and let you your curse take over
for 1 hour. Your monstrous weapons only use your Dexterity modifier
if they have the finesse property, such as in the Curse of
You have cursed features that naturally stand out such as Iron subclass, or if they specify that they can use Dexterity,
8 horns or a tail. You have disadvantage on Dexterity (stealth) such as in the Curse of the Grave subclass and the Deadly
checks to pass unnoticed.
Ray mutation, otherwise they use Strength.

Frequenty Asked Questions Is this class OP? Possibly in some situations. So far
playtesting has gone well and a lot of features have been
Here are a few answers to the most FAQs. nerfed and others streamlined. Mathematically speaking,
this class has a slightly higher damage output to a most
Why a d6 hit die? This is to offset one of this class's
martial classes late game, but only when transformed as
greatest strengths: its tankiness. The consequence of this
the damage output is much lower in its natural shape. It is
is that you are actually quite squishy when you run out of
also very tanky, but it doesn't outscale the barbarian in
transformations, which is also thematic.
tankiness. One of the best features of the class in my
How does Partial Transformation work? This feature opinion is it's versatility and general adaptability, which
doesn't require an action or bonus action. This is mainly make it very customizable and potentially breakable,
because of this class's already heavy reliance on bonus depending on the player's skill, but I don't consider that to
actions (dark mark and monstrous shape both require it). be a bad thing... That being said, there are plenty of parts
Additionally, you only get the attributes specified, not of this class that still need tuning, so if you feel like giving
other features when you use this. For example, with Curse feedback or playtesting it that would be fantastic.
of the Grave, if you use your Partial Transformation feature
How edgy is this class? Yes.
to gain your monstrous weapons, your unarmed strikes
now deal 1d10 damage as they count as your monstrous Do you have any thoughts or criticisms? Feel free to
weapon, but you don't gain the Undead Wail or Soul Drain comment or get in touch with me on reddit! My user name is
features, as neither of these count as monstrous weapons. u/Sensitive_Coyote_865.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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